Finger info for icculus@icculus.org...

OpenAL: Apparently the iSight is opened in "hog mode" by default. I suppose that makes this issue a corner case and not a bug. :)

Duke3D: Apparently jonof and Ken Silverman have an OpenGL renderer for Build...that's awesome work, guys! We're looking at integrating it with the icculus.org tree if possible, so the Linux and Mac people can take a looksie at it, too.

UTPG: We're bringing in Steven Fuller ("relnev") to do some UTPG hacking. Beyond doing consistently quality work, I expect his mere presence will keep my ass in gear to get the Mac and Linux ports done.

New patch coming soon to fix some things that broke in the last patch, mostly.

We're likely going to be putting out a Linux/amd64 dedicated server package soon to test the waters...our 64-bit builds have been limited to public demos mostly, so I'm hesistent to just dump this out on the public. With Unreal, the dedicated server is basically the client without rendering (well, that's about 95% true), so this gives us a way to get a real beta test of most of the codebase without attracting a million asshole "benchmarkers" that'll write articles that come to premature, or downright incorrect conclusions. You know who you are.

When this stabilizes, publically-available Win64 and Linux clients become much more sexy to us, but there is no timeframe for this, and emails asking for one get deleted.

Bug reports for all versions go to https://bugzilla.icculus.org/ Mac users that prefer a live person can email bug reports to James Robrahn at ut@macsoftgames.com, who will eagerly try to get you working.

This one was built with gcc3, which fixed some other odd bugs, like some static meshes being positioned incorrectly. You can see this in the first mission ("Lighting the Torch"); the building you storm has a room with a medpack floating in space in the original binaries. In this version, there's a table under it.

I wonder if gcc3 would fix the falling-through-the-floor, final-boss-won't-die, or platforms-kill-camera-view bugs in Serious Sam, too. I'll have to check that someday. (UPDATE: No, it doesn't. Oh well.)